Perhaps this is one of the features we should have AD take a look at. Though I think clusters is the foundation that allows shapes in Soft to be so powerful. Are we still decapitating heads in 2014?
-Lu On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane < raffsxsil...@googlemail.com> wrote: > Bear in mind when dealing with shape work in Maya, and this is in general, > that anything outside of Soft is primitive, half arsed, and generally > painful. > In those regards (shapes) Soft was and will probably always remain > unbeaten. Prepare yourself for vast amounts of pain on every front. The > difference between -anything- and Soft is a gaping chasm. > > I know of some very large, very prominent shops that are known to NOT use > Soft that picked it up solely for that at times. > > > On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez <emi...@e-roja.com>wrote: > >> Another one. >> >> That I don't need to specify the blendshape node if there is only one >> blend shape node in that object, while I have other objects with blendshape >> nodes, each time I add a new blend shape to an object, if I have other >> objects with blendshapes nodes. I need to specify to which blendshape node >> I want to add, even if the object that I want to add the shape only has one >> blendshape node. >> >> ------------------------------------------------------- >> Emilio Hernández VFX & 3D animation. >> >> >> 2014-03-07 13:07 GMT-06:00 Chris Covelli <ch...@polygonpusherinc.com>: >> >> I would be very happy to see Maya make their hypershade more like the XSI >>> rendertree. The hypershade feels like its "trying" to be node based, but >>> not quite getting it. In XSI ou can see the ports and know instantly how >>> everything is connected, whereas the hypershade just has boxes with lines >>> between them. Not very helpful if you ask me. >>> >>> Chris Covelli >>> http://www.polygonpusherinc.com/ >>> http://exocortex.com/products/species >>> TurboSquid >>> Models<http://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher> >>> >>> >>> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau >>> <luceri...@gmail.com>wrote: >>> >>>> no UI way to open two outliners, however there is a splitter bar at >>>> the bottom of the outliner that you can drag to get two outliner >>>> panes. >>>> >>>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang <soni...@gmail.com> >>>> wrote: >>>> > Indeed there is: >>>> > >>>> > As MEL: >>>> > >>>> > tearOffPanel "Outliner2" "outlinerPanel" false; >>>> > >>>> > This is because UI windows in Maya afaik are given specific names and >>>> you >>>> > cannot have two open 'viewports' which share the same name, so just >>>> create a >>>> > new one! And tear that off instead. And I agree, this should be part >>>> of the >>>> > default GUI, though right now I just save this to my shelf as a >>>> script and >>>> > increment the counter when I need a new one. :) >>>> > >>>> > Yours sincerely, >>>> >>> >>> >> > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >